feat(runtime): add integration hardening and diagnostics
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@@ -37,6 +37,9 @@ is only echoed for correlation; it grants no authority.
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unpaused match may submit movement intent.
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- `drop_key`: `{}`. Only a player in an active, unpaused match may submit the
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key-drop intent.
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- `restart`: `{}`. Only connected Player 1 may reset a finished match, and both
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players must be connected. Sessions are preserved while a new authoritative
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maze and game state are created.
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- `heartbeat`: `{}` after a session has been joined or restored.
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## Server messages
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@@ -57,6 +60,8 @@ is only echoed for correlation; it grants no authority.
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- `resume`: reports that both players are attached and authoritative gameplay
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has resumed.
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- `match_result`: reports the terminal winner or draw.
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- `reset`: reports the authoritative return from a finished match to the
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waiting lobby.
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- `ack`: successful heartbeat correlation.
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- `error`: a stable English `code` and Russian player-facing `message`.
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@@ -67,3 +72,13 @@ so a refresh can restore it. A player disconnect pauses the game for at most 60
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seconds; restoration reattaches the same state, while expiry produces a draw.
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A disconnected observer token may be restored until its bounded slot is reused
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by a new observer, and observer disconnects never pause the match.
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## Runtime diagnostics
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`GET /diagnostics` returns bounded operational counters and internal-memory
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samples without exposing session tokens, Wi-Fi credentials, or hidden maze
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state. Counters cover connection and queue high-water marks, sent/dropped/
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failed messages, malformed and rate-limited input, accepted game commands,
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match cycles, maximum WebSocket handler/send duration, and current/minimum
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internal free heap and largest block. The response also publishes the fixed
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limits used by the Milestone 010 physical stress client.
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